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Searched refs:GL_NICEST (Results 1 – 11 of 11) sorted by relevance

/external/qemu/distrib/sdl-1.2.15/test/
Dtestdyngl.c164 f.glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); in main()
/external/quake/quake/src/WinQuake/
Dgl_vidandroid.cpp214 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); in GL_Init()
Dr_part.cpp856 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); in R_DrawParticles()
Dgl_rmain.cpp716 glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); in R_DrawAliasModel()
Dgl_draw.cpp2055 #define END_QUAD glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
/external/quake/quake/src/QW/client/
Dgl_rmain.c628 glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); in R_DrawAliasModel()
/external/mesa3d/include/GLES2/
Dgl2.h229 #define GL_NICEST 0x1102 macro
/external/webkit/Source/ThirdParty/ANGLE/include/GLES2/
Dgl2.h229 #define GL_NICEST 0x1102 macro
/external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/
DLwjglGL1Renderer.java97 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); in initialize()
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
DlibGLESv2.cpp3595 case GL_NICEST: in glHint()
/external/mesa3d/docs/
DVERSIONS704 - GL_NICEST fog didn't always work with flat shading